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I've been playing Hyrule Warriors and thinking about the way the game uses standard enemies, which don't pose a threat, as a way of guiding the player to their goals. A lot of platformers use small collectibles to do the same thing, and even games like Dark Souls do it more subtly with item placements to tell a player if they've visited somewhere before. What are some of the coolest ways you've seen games do this?
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# ¿ Dec 9, 2020 19:54 |
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# ¿ May 21, 2024 08:10 |
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Wormskull posted:I like when the yellow dots or arrow show you were to go sir OP. And I love cwafting and upgwading.
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# ¿ Dec 9, 2020 20:12 |
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Daikatana Ritsu posted:I like when NPCs mention things off-hand like, "I heard there was treasure up around Big Hill Zone, but nobody's ever found it!"
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# ¿ Dec 9, 2020 21:02 |
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Fungah! posted:its not 100% the same but the way super metroid uses small environmental clues and out of reach platforms to keep you on the normal sequence is godlike. theres so much care taken in like every platform placement
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# ¿ Dec 9, 2020 21:04 |
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Pac-Man CE DX. It's all about figuring out optimal paths on the fly, and the game has a few different ways to quickly signal to players where to go: the dots, the the ghosts that follow you, and the fruit. It has to convey a lot of information in a fast and simple way, and it pulls it off well. It's funny that after 40 years of video games a lot of developers still can't figure things like this out.
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# ¿ Dec 9, 2020 23:34 |
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Bicyclops posted:mario odyssey was really good about this, using coins and other little clues to point you toward the moons
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# ¿ Dec 10, 2020 21:16 |
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# ¿ May 21, 2024 08:10 |
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The Kins posted:the developers devised a "heirarchy of goals" when designing the world, so that while going from one important goal to another you'd keep getting tempted to go off course
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# ¿ Dec 11, 2020 07:18 |